/Engine/Source/Runtime/Engine/Public/Net/RepLayout.h
Note, this does not compare properties or send them on the wire, it's only used to serialize properties.
bool ReplicateProperties ( [FSendingRepState](API\Runtime\Engine\Net\FSendingRepState) *__restrict RepState, [FRepChangelistState](API\Runtime\Engine\Net\FRepChangelistState) *__restrict RepChangelistState, const FConstRepObjectDataBuffer Data, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * OwningChannel, FNetBitWriter & Writer, const [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) & RepFlags ) const